Pull a Parts Phoenix
Uncover the truth behind the legendary fire that destroyed a university.
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Haunted Hotel: Phoenix game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
This walkthrough was created by Amanda Barrera, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for Haunted Hotel: Phoenix.
- This guide will not show when you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide will not show screenshots of the HOPs, however, it will mention when an HOP is available and the inventory item you’ll collect from it.
- Use the Map to fast travel to a location.
Chapter 1: Stone Spires
- Take the WOODEN STAKE (A).
- Use the WOODEN STAKE; take the COIN (B).
- Gather the TAPE (1-3).
- Move the backpack (C).
- Insert the COIN (D); press the button (E).
- Play the HOP to receive the SCREWDRIVER (F).
- Use the SCREWDRIVER (G); use the TAPE for a mini-game (H).
- Solution (I); pull the lever (@)
- Walk forward.
- Examine the woman (J); talk to her.
- Talk to Amanda (K); receive the FIRE BOX KEY.
- Go left.
- Move the photos and fruit; take the STAINED GLASS PIECE and VALVE (L).
- Use the FIRE BOX KEY (M).
- Take the WIRE CUTTERS (N); place the VALVE for a mini-game (O).
- Put the fire out (P).
- Take the SMOLDERING PICTURE and DIARY (Q).
- Walk down.
- Give the SMOLDERING PICTURE for a mini-game (R).
- Solution (S).
- You receive the UNIVERSITY MAP.
- Take the MOLECULE MODEL (1/3) (T); open the door.
- Use the UNIVERSITY MAP (U).
- Examine the building (V).
- Take the KEY RING (W).
- Examine the KEY RING; take the LETTER BOX KEY (X).
- Move the debris; take the EMPTY GAS CAN (Y).
- Take the MOLECULE MODEL (2/3) (A).
- Use the LETTER BOX KEY (A); move the mail.
- Take the LETTER FOR AMANDA (B).
- Open the LETTER FOR AMANDA; take STEVEN’S SUN (C).
- Place STEVEN’S SUN on the DIARY (D); take the ENGAGEMENT RING and PEN (E).
- Walk down, then left.
- Use the WIRE CUTTERS to take the WIRE (F).
- Use the WIRE (G); open the drawer.
- Gather the ATHLETE EMBLEM (1-3).
- Walk right.
- Place the ATHLETE EMBLEM (H); open the gate.
- Walk left.
- Use the WIRE CUTTERS (I); move the balls.
- Take the BASEBALL BAT (J).
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